- Qt 5.5
- Qt3D Module
- Qt3D: Planets QML Example
- planetDB.vert Example File
- Qt 5.5.1 Reference Documentation

# planetDB.vert Example File

planets-qml/shaders/gl3/planetDB.vert

    /****************************************************************************
    **
    ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
    ** Copyright (C) 2015 The Qt Company Ltd.
    ** Contact: http://www.qt.io/licensing/
    **
    ** This file is part of the Qt3D module of the Qt Toolkit.
    **
    ** $QT_BEGIN_LICENSE:LGPL3$
    ** Commercial License Usage
    ** Licensees holding valid commercial Qt licenses may use this file in
    ** accordance with the commercial license agreement provided with the
    ** Software or, alternatively, in accordance with the terms contained in
    ** a written agreement between you and The Qt Company. For licensing terms
    ** and conditions see http://www.qt.io/terms-conditions. For further
    ** information use the contact form at http://www.qt.io/contact-us.
    **
    ** GNU Lesser General Public License Usage
    ** Alternatively, this file may be used under the terms of the GNU Lesser
    ** General Public License version 3 as published by the Free Software
    ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
    ** packaging of this file. Please review the following information to
    ** ensure the GNU Lesser General Public License version 3 requirements
    ** will be met: https://www.gnu.org/licenses/lgpl.html.
    **
    ** GNU General Public License Usage
    ** Alternatively, this file may be used under the terms of the GNU
    ** General Public License version 2.0 or later as published by the Free
    ** Software Foundation and appearing in the file LICENSE.GPL included in
    ** the packaging of this file. Please review the following information to
    ** ensure the GNU General Public License version 2.0 requirements will be
    ** met: http://www.gnu.org/licenses/gpl-2.0.html.
    **
    ** $QT_END_LICENSE$
    **
    ****************************************************************************/

    #version 150 core

    in vec3 vertexPosition;
    in vec3 vertexNormal;
    in vec2 vertexTexCoord;
    in vec4 vertexTangent;

    out vec4 positionInLightSpace;
    out vec3 lightDir;
    out vec3 viewDir;
    out vec2 texCoord;

    uniform mat4 viewMatrix;
    uniform mat4 lightViewProjection;
    uniform mat4 modelMatrix;
    uniform mat4 modelView;
    uniform mat3 modelViewNormal;
    uniform mat4 mvp;

    uniform float texCoordScale;

    uniform vec3 lightPosition;

    void main()
    {
        const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
                                       0.0, 0.5, 0.0, 0.0,
                                       0.0, 0.0, 0.5, 0.0,
                                       0.5, 0.5, 0.5, 1.0);

        positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);

        // Pass through texture coordinates
        texCoord = vertexTexCoord * texCoordScale;

        // Transform position, normal, and tangent to eye coords
        vec3 normal = normalize(modelViewNormal * vertexNormal);
        vec3 tangent = normalize(modelViewNormal * vertexTangent.xyz);
        vec3 position = vec3(modelView * vec4(vertexPosition, 1.0));

        // Calculate binormal vector
        vec3 binormal = normalize(cross(normal, tangent));

        // Construct matrix to transform from eye coords to tangent space
        mat3 tangentMatrix = mat3 (
            tangent.x, binormal.x, normal.x,
            tangent.y, binormal.y, normal.y,
            tangent.z, binormal.z, normal.z);

        // Transform light direction and view direction to tangent space
        vec3 s = lightPosition - position;
        lightDir = normalize(tangentMatrix * vec3(viewMatrix * vec4(s, 1.0)));

        vec3 v = -position;
        viewDir = normalize(tangentMatrix * v);

        // Calculate vertex position in clip coordinates
        gl_Position = mvp * vec4(vertexPosition, 1.0);
    }